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dantiesilva
2015-04-16, 07:27 PM
The Red Sands of the Pharaoh is something I have been thinking about for a long time. It started off with a simple fascination of ancient Egypt, and its culture, and expanded over the past two years to include how I think certain races would fare in a true desert compared to others. I eventually came to the conclusion that hobgoblins would be one of the stronger factions able to live in the waste mostly due to their military way of life. They would make sure not to waste useful resources, and also protect them constantly to make sure no one could take it from them, unlike humans for example who would leave their roadways mostly unguarded, the hobgoblins would make it a point to have patrols on their roads to not only discourage banditry, but also as a first warning sign of invasion. Each such watchtower for this reason would house at any given time four soldiers, one being a runner, while two would patrol the road for a mile up and a mile back, in which the neighboring watchtower would be able to see this, forming a very strong detection grid against mundane means of entering as well as banditry, while the remaining soldier would stay at the watchtower to make sure no one stole their supplies, as well as being the person to buy the runner time, if it was needed for them to escape due to invasion or other such incidents in which they would need support.

This then brought me to the humans who I felt would be more magically inclined them the hobgoblins, and as such would have much larger cities and have their main base centered around the main waterway of the desert. Something they in the past three hundred years had taken away from the hobgoblins who were the original settlers of the Red Sands. It is because the humans wrongfully took the land that was not their own that they have been at war for all these years, the hobgoblins simply wanting to reclaim their ancestral home. This has led to many kings dying at a very young age, however the latest king is no older then 13. And while he commands the respect of his people, he is not war ready yet. As such he has surrounded himself with many advisors to help him not make the same mistakes as his father.

One of the biggest mistakes his father had made, was exiling a man named Ryl Aufein. At the time the boy was a prodigy in the arts of conjuration, however he had begun experimenting on making the creatures he summoned stronger, more durable, and in doing so, began to taint them with the powers of the hells. When the order of Magi found out what he was doing they immediately tried to control it themselves before taking it to the king when it had become out of hand and the boy had set lose a pack of imps on them, while a group of nerra varoots disguised as fellow class members came in and attacked the teachers who thought they were simple children they were protecting. And while only one of the Master Magi died that day, Ryl still felt he was doing their kingdom a favor, after all he had found a way to stop their enemies and end the war. Bringing his findings to the king, Marcus IV at the time, he explained what had happened. However the old king saw that the in his eyes the Magi were correct, and that tainting a creatures very soul was wrong. And as such banished him for his crimes. What the king did not suspect however was that a devil had already been whispering in young Ryl's ear telling him this all would happen. And so when the boy vanished, he had been forgotten, thought to have been swallowed by the sands. Instead that boy had went to learn under Lady Fierna of the fourth layer of hell to learn the inner workings of devilkind and how to improve his "Procedures" further, in return for her protection he had to make her army stronger, so that she could overthrow not only her father, but also the lords of the third and 5th layer just to make sure no one had any ideas of striking at her back.

Now Ryl has returned to the Red Sands, and has allied himself with Tsφliin salkhi, leader of the hobgoblin empire. So far the two of them have only tried taking on smaller towns, however if gone unchecked they could together easily make a push towards the capital. They are not the worst danger of the hidden waste though, no. It is said along time ago the old gods had created a man to rule over all of the land, this man was taller then all others, and held a small portion of the divine's power. They called him The first Pharaoh , sadly he was also the last. It was said that when the gods made him, in their search for perfection they had instilled into him the need to make all perfect, and that which could not become perfect, he would slay. After 100 years of this life, and no end in sight of this beings life, the people asked the old gods for their help in stopping the monster that had been created. The old gods, then told their priests to make three pyrimads and to fill them with gold, and when the Pharaoh came, they would have their chance to subdue him. For their was not any mortal weapon that could kill him at this time. Instead they taught their priests how to make him go into a deep slumber, to place him in between the valley's of life and death. What happened after that no one knows, however the three pyrimads still stand to this day, a holy place that the hobgoblins have yet to give an inch on, saying the place is cursed, and even killing their own who cross into its lands saying those who enter become tainted by the old Pharaoh's wrath at the trickery he suffered. Jackel headed demons are said to prowl this land, always looking for a weakness to escape and spread their masters reign once more.

dantiesilva
2015-04-16, 07:48 PM
Okay sorry about that first post, I kinda wanted to make a small background to not only remind myself about some of the stories, but also so that those interested could ask me questions, and in doing so I could even expand on this further then I had originally planned.

I shall start first with The first Pharaoh, as he is the only one I have an idea of what exactly he is. For example I know he has the Pharaoh template from Egyptian adventures Hamunaptra, the number of followers he would have would be low however when the game begins, showing that he is still very much so imprisoned and not as strong as he once was. He would also have the mummified creature template due to the ritual performed on him, which only happened because the ritual failed to place him into a trance, and instead placed him in between life and death making him an undead. Thankfully the tomb was already locked down incase this had happened, and it is why he has remained locked away for so long. Trapped inside a golden sarcophagus layered in wards to keep any who have heard his whisper not able to open. He would also be a very large human, being of the large size instead of medium for gameplay, however be like other humans in all other effects besides what his templates provide.

His followers, and those loyal to him even back then became the Marruspawn of my world. Which instead of using Sandstorms version of them, to make them actually be a playable race, and more easily tailored to face against if the whole party didn't choose to either start off as a Marruspawn, or become one of the followers of the first Pharaoh I have decided to use This (http://www.minmaxboards.com/index.php?topic=5188.0) version made by Nanshork on the min/max boards. I see it as when the game first begins he would have 25,000 subjects only 4,000 of these such subjects would be abominations, and blessed by his blood. While the other 21,000 would be split up evenly into the remaing three groups. I will begin working on builds for them all within the week hopefully, showing the progression of the characters in terms of what they would battle as well as what his ranks may look like. To anyone who wishes to use them I hope my ideas help you, but they are only a template.



For the Marrulurk builds I am using the elite array for their Ability scores, I thought about 32 point buy, however felt that it could potentially make them to powerful. I however am still very new at DMing and may in fact be wrong. What I wanted to do with these builds is show that this subcategory of the Marruspawn were mostly used for his raiding parties, as well as to take care of more delicate problems. They would be able to move around the prison without setting off any of the many traps that were built there, while also able to ambush prey that happened to be in their territory, or report back if they wanted. You will note that besides the basic armor and weapons, I left their items blank, mostly due to a lack of funds at this level, but also because I wanted to leave it open for people to use, and make their own. Each group would consist of 1,750 troops in each level. Which may not seem like much, but this is still very low level creatures and if you were to have them march in an army it could become difficult, unless your a derverse, or fireball happy wizard..Then its target practice.

1st level (http://www.myth-weavers.com/sheet.html#id=168401)
2nd level (http://www.myth-weavers.com/sheet.html#id=169666)
3rd level (http://www.myth-weavers.com/sheet.html#id=169677)
4th level (http://www.myth-weavers.com/sheet.html#id=169687)

If you would like to advance them further and divide the groups more, I would suggest taking 1 level of rogue so, you could enter into the Assassian Prc to increase your death attack DC further along with getting access to spells. For items, I would mostly suggest anything that increased their dexterity, due to the restriction of light armor, and being in the desert chain shirts would not be exactly functional for long periods of time, or at least I would think so. Having your spear as good as possible, along with perhaps a few potions and you should be fine. As to why I choose a spear, the simple answer is that it would both be practical for hunting for food, as well as war. Being able to not only use it in close combat, but also toss it would give a clear advantage for them trying to ambush an enemy from hiding, while still being in the 30ft. range for SA to work.


Like with the Marrulurk builds, with the Marrusault I used the elite array for the base attributes. From their I placed the Highest two rolls into Con and Str do to this being a front line fighter, with his next ability score being charisma for his breath weapon. For all of the builds you will notice I have made wisdom my dump stat, the reason behind this being that this was a group of people when they were first imprisoned that followed the first Pharaoh to the point where they would become a liability if they were left free during that time of war. Over the years of their imprisonment they have had their masters words slowly curroputing them, and making them more easily bend to his will. Now I am not saying a strong willed Marruspawn could not exist among them, however they would be rare due to the fact that the first Pharaoh may see them as a threat to his ruling and have them eliminated unless they proved to be absolutely loyal to him. Onto the basic items I choose for these characters. Keeping with the Egyptian feel I used a classic weapon of the era this is meant to emulate, the Khopesh. I also then took Bronze Brandmail due to it being a common material in the era, and who would want to try running around the desert in full plate made of steel. Adding a helm to it, which improved the AC by an additional +2. This rule can be found in Egyptian adventures as well. Lastly I gave him a shield, due to him already having a natural bite attack, he could already in essence attack with two weapons a turn if he so wished. Meaning adding another sword would take away from his ability to power attack, and as dex was a dump stat as well, he would not have been able to pick up TWF to lessen the damage of fighting with two weapons either way. I hope you enjoy, and again if you have any comments or questions please ask.

Level 1 (http://www.myth-weavers.com/sheet.html#id=172875) 1,400 of each
Level 2 (http://www.myth-weavers.com/sheet.html#id=172908) 1,400 of each
Level 3 (http://www.myth-weavers.com/sheet.html#id=172919) 1,400 of each
Level 4 (http://www.myth-weavers.com/sheet.html#id=173945) 1,400 of each
Level 5 (http://www.myth-weavers.com/sheet.html#id=173949) 1,400 of each

Unlike the last build I began looking into Skill tricks when I came to the end build and found two that would really help this build out a bit. The first is Extreme leap, which would allow him to do his battle jump, followed by moving again as a swift action away from the threatened range meaning he would be able to AoO his opponents when they came in to attack him. The second was Speedy Ascent, which with taking 10 he could easily climb 20ft. thanks to the skill trick with no problem allowing him to get into a better ambushing spot to leap from, or simply to use as an extra escape route at levels where players have a very limited access to the ability to fly. To advance this class any further I would consider going into either barbarian for the ability to rage, followed perhaps by Warhulk, taking cleave with your level of barbarian, this way you could keep his strength high.

And here we have the religious order of the first Pharaoh, and while they do not wield divine magic, but arcane it works out in the fact that all his powers come from the gods, and as they worship him, he would not teach them to wield the same kind of powers he had, but instead ones that would better serve him. After all if they learned to tap into the divine pool of magic they could draw the eyes of the gods that had locked him and his followers away, and this would only end badly for him as they would realize that he had begun to rebuild his old army once more.

Level 1 (http://www.myth-weavers.com/sheet.html#id=173968) 1,400 of each
Level 2 (http://www.myth-weavers.com/sheet.html#id=173995) 1,400 of each
Level 3 (http://www.myth-weavers.com/sheet.html#id=174003) 1,400 of each
Level 4 (http://www.myth-weavers.com/sheet.html#id=174016) 1,400 of each
level 5 (http://www.myth-weavers.com/sheet.html#id=174023) 1,400 of each

The spells I choose fit theme wise more then effective wise in some cases and would only stand for the majority of the casters. There would no doubt be many who have different spell selections then the ones I choose, and they may work a lot better then the ones I have chosen. As for advancement, I would continue along with wizard levels, gaining access to a familiar, and scribe scroll which would come in handy. With a little work they could even become spell eaters.




As you can see the first level added onto this category is rogue, much like I suggested earlier in the Marrulurk form. The reason behind this is that to become an abomination, you need to have 8 ranks in survival, and at level 4 you can only have a max of 7. However this doesn't harm the build in any way, as it improves the base SA damage by an extra d6, as well as grant them the ability to find traps. After the very inital level of rogue however the class will be able to jump into the abomination PrC and continue on its path, this is also where I will begin adding Skill tricks to the class, so that their can be some intresting concepts. I hope everyone enjoys, what I have provided so far, and what I am continuing to make.

Level 5 (http://www.myth-weavers.com/sheet.html#id=174092) 154 of this level
Level 6 (http://www.myth-weavers.com/sheet.html#id=174138) 154 of this level
Level 7 (http://www.myth-weavers.com/sheet.html#id=174152) 154 of this level
Level 8 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=175500) 154 of this level
Level 9 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=175514) 154 of this level
Level 10 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=175526) 154 of this level
Level 11 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=175536) 154 of this level
Level 12 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=175544) 128 of this level
Level 13 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=175894) 64 of this level
Level 14 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=177077) 32 of this level
Level 15 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=177089) 16 of this level
Level 16 (www.myth-weavers.com/sheet.html?_=1429653493#id=177099) 8 of this level
Level 17 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=177107) 4 of this level
Level 18 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=180703) 2 of this level
Level 19 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=180714) 1 of this level


Level 6 (http://www.myth-weavers.com/sheet.html?_=1429653493#id=180729)
Level 7 (http://www.myth-weavers.com/sheet.html#id=211883)
Level 8 (http://www.myth-weavers.com/sheet.html#id=221985)
Level 9 (http://www.myth-weavers.com/sheet.html#id=592462)
Level 10 (http://www.myth-weavers.com/sheet.html#id=592484)
Level 11 (http://www.myth-weavers.com/sheet.html#id=592727)
Level 12 (http://www.myth-weavers.com/sheet.html#id=592732)
Level 13 (http://www.myth-weavers.com/sheet.html#id=592735)
Level 14 (http://www.myth-weavers.com/sheet.html#id=592740)
Level 15 (http://www.myth-weavers.com/sheet.html#id=592746)
Level 17 (http://www.myth-weavers.com/sheet.html#id=593417)
Level 18 (http://www.myth-weavers.com/sheet.html#id=593424)
Level 19 (http://www.myth-weavers.com/sheet.html#id=593432)

VoxRationis
2015-04-20, 07:42 PM
Okay, so here's what I'm not quite sure about from reading your posts:
Are the humans of the kingdom the cultural descendants of the humans who entombed the First Pharaoh? Because the nomenclature you've got seems kind of all over the place. You have a Pharaoh with a properly Egyptian name, a demonologist by the name of Ryl Aufein, and a king with the name of Marcus, a Latin name. If they aren't the people who built the great golden pyramids, what happened to them, and where did these guys come from?

Also, your assessment of the military differences between hobgoblins and humans seems... off. It assesses that hobgoblins, who live in a desert, would spread out their manpower with regular watch towers and isolated patrols, because they have the military genius humans lack, which tells them that patrolling roads to deter bandits is good. Well, it's not due to a lack of military insight that roads often went unguarded; the simple fact that you are bringing up the point proves it's well within the strategic abilities of the human mind. The reason frontiers are often unguarded is that manpower (particularly if you have a low population, as one might when living in a desert when someone else has taken control of the main water sources) is quite limited, and by spreading your soldiers out over vast distances, one leaves them all vulnerable to attack while reducing the size of any relief forces available.

dantiesilva
2015-04-20, 08:07 PM
Okay, so here's what I'm not quite sure about from reading your posts:
Are the humans of the kingdom the cultural descendants of the humans who entombed the First Pharaoh? Because the nomenclature you've got seems kind of all over the place. You have a Pharaoh with a properly Egyptian name, a demonologist by the name of Ryl Aufein, and a king with the name of Marcus, a Latin name. If they aren't the people who built the great golden pyramids, what happened to them, and where did these guys come from?

Also, your assessment of the military differences between hobgoblins and humans seems... off. It assesses that hobgoblins, who live in a desert, would spread out their manpower with regular watch towers and isolated patrols, because they have the military genius humans lack, which tells them that patrolling roads to deter bandits is good. Well, it's not due to a lack of military insight that roads often went unguarded; the simple fact that you are bringing up the point proves it's well within the strategic abilities of the human mind. The reason frontiers are often unguarded is that manpower (particularly if you have a low population, as one might when living in a desert when someone else has taken control of the main water sources) is quite limited, and by spreading your soldiers out over vast distances, one leaves them all vulnerable to attack while reducing the size of any relief forces available.

Thank you for your input first off, as this is my first real time at worldbuilding I have been scrambling at ideas that jump out and throwing them all together which has caused some of the confusion.

At the moment I haven't decided what race entombed the first Pharaoh (who I have yet to name due to a lack of thinking of one that inspires awe and fear yet). At first I was thinking elves, however what then happened to the elves? Did they leave the land thinking it cursed, and not wanting to take the chance of their ancestors awakening him, or did they simply become nomads wandering the waste? I also thought about gnolls as being the first race, seems odd at first, however it would explain a little bit more how the marruspawn came to be, instead of an elf turning into a jackel like creature, a gnoll is more believable. The current humans however would have no knowledge of the first Pharaoh, or have anything to do with his imprisonment. I wanted to keep it so that it was a third party ( unless you consider Ryl and his troops their own group, which they could end up being in a game easily) that locked him away, and that perhaps this third party still guarded his resting place, or passed it onto the hobgoblins when they saw their own race declining in both power and frankly population.

As for Ryl Aufein, he is actually a diabolist (I know I didn't spell that correctly) not demonologist, his contract being with the lady of the forth layer of hell, Phlegethos. He was once a member of the humans that now inhabit much of the desert, and they came from over a mountain range where they were trying to escape war and prosecution. And in doing so they created more war, and attacked the natives of the land. Marcus would be the 10th king, though that would not be saying much in a time of war. I would say the human population has been in the region for no more then 200 years, maybe less and are still adjusting to the climate, using magic to make their lives easier. As for the name, Tsφliin salkhi, that would actually be the name of the leader of the goblins if you thought that was the name of the first Pharaoh.

I can see your point in regards to the hobgoblins, and spreading out their resources. Perhaps instead I have them retreat closer and closer back to the pyramids, to make sure the humans do not disturb them? Having all towns within close proximity to water, and no watchtower more then a day away from water? I am very new to all of these things and would be open to suggestions.

VoxRationis
2015-04-20, 11:20 PM
Well, it sounds for the moment like the major threat the hobgoblins face is the human population, whose movements and distribution is easily predictable by your Nile-analogue. So what I guess the hobgoblins would do, assuming they have mounts of some kind, is to dispatch outriders to patrol the areas nearest the humans, concentrating forces while still maintaining a watch. Unless the humans use a very well-timed strike with a very mobile force, the outriders will be very few, but will effectively be in many places at once; it's impossible to get an army past them in the time it takes for them to come around to a particular place again. Then the outriders would hurry back home or send word in some other way. The hobgoblins would probably, having surrendered the main waterway, have a territory that is really just a number of oases separated by empty desert. This represents a significant strategic advantage; if they sally out to meet an enemy force with the water at their backs, they can weaken the enemy through heatstroke and thirst while still being hydrated themselves (consider the battle of the Horns of Hattin for a comparison).

dantiesilva
2015-04-21, 11:01 AM
Thank you for the suggestion, I will indeed incorporate that into the world instead of my original idea. I have also decided to add Yuan-ti to the races around, though I have not developed where they will be or what role they will play yet. But yes besides PCs, the humans are the only threat they precieve at the moment. After all so long as no one unlocked the pharaoh, only his troops could move around, and they would no doubt not do so in large packs knowing that they were being watched at the moment.

Marruspawn/Gnolls (the first race) will have a traditional Egyptian theme to them
Hobgoblins will have a Prussian theme mixed with the Egyptian knowledge they were taught by the gnolls to keep the pharaoh locked up.
Humans would have a more Greek/Mongolian feel to them
The Yuan-ti at the moment are a mystery even to me. I know however that they would have used bards to infiltrate the human lands.
Drow Full Egyptian theme


• Carrion Crawler [Monsters Manuel P.31] CR4
• Mimic [Monster Manuel P.187] CR4
• Otyugh [Monster Manuel P.205] CR4
• Shadow Scorpion [Egyptian Adventures P.210] CR8

• Rat [Monster Manuel P.279] CR 1/8
• Donkey [Monster Manuel P.273] CR1/6
• Horned Lizard [Sandstorm P.194] CR Ό
• Dire Rat [Monsters Manuel P.65] CR 1/3
• Jackal (treat as small dog) CR 1/3
• Tiny Viper [Monster Manuel P.280] CR 1/3
• Vulture [Sandstorm P.195] CR1/3
• Small Viper [Monster Manuel P.280] CR 1/2
• Dromdary Camel [Sandstorm P.192] CR1
• Hyena [Monster Manuel P.275] CR1
• Medium Viper [Monster Manuel P.280] CR 1
• Serval [Sandstorm P.194] CR1
• Two-humped camel [Sandstorm P.193] CR1
• Bat [Monster Manuel P.270] CR2
• Bat Swarm [Monster Manuel P.238] CR2
• Rat Swarm [Monster Manuel P.240] CR2
• Dire Bat [Monsters Manuel P.63] CR2
• Dire Jackal [Sandstorm P.150] CR2
• Large Viper [Monster Manuel P.280] CR 2
• War Camel [Sandstorm P.193 CR2]
• Dire Vulture [Sandstorm P.152] CR3
• Huge Viper [Monster Manuel P.280] CR 3
• Viper Swarm [Fiend Folio P.172] CR 3
• Dire Puma [Sandstorm P.150] CR4
• Sailsnake [MMIV P.124] CR2
• Dire Snake [MMII P.76] CR5
• Giant Banded Lizard [Sandstorm P.164] CR7
• Dire Tortoise [Sandstorm P.151] CR8
• Legendary Snake [MMII P.138] CR8

• Iron Cobra [Fiend Folio P.103] CR 2
• Caryatid Column [Fiend Folio P.30] CR 6
• Brass Golem [MMII P.116] CR10
• Bronze Serpent [MMII P.40] CR10
• Clay Golem [Monster Manuel P.135] CR10
• Stone Golem[Monster Manuel P.136] CR11
• Sand Golem [Sandstorm P.182] CR12
• Grisgol [MMIII P.76] CR15
• Greater Stone Golem [Monster Manuel P.136] CR 16
• Blackstone Gigant [Fiend Folio P.21] CR18

• Wyrmling Sand Dragon [Sandstorm P.152] CR 2
• Very Young Sand Dragon [Sandstorm P.152] CR 3
• Young Sand Dragon [Sandstorm P.152] CR 5
• Dragonne [Monster Manuel P.90] CR7
• Juvenile Sand Dragon [Sandstorm P.152] CR 7
• Young Adult Sand Dragon [Sandstorm P.152] CR 9
• Adult Sand Dragon [Samdstorm P.152] CR 12
• Velroc [Dragon Magic P.123] CR12
• Mature Adult Sand Dragon [Sandstorm P.152] CR 14
• Sunwyrm [Fiend Folio P.164] CR 14
• Old Sand Dragon [Sandstorm P.152] CR 16
• Very Old Sand Dragon [Sandstorm P.152] CR 18
• Ancient Sand Dragon [Sandstorm P.152] CR 21
• Wyrm Sand Dragon [Sandstorm P.152] CR 24
• Great Wyrm Sand Dragon [Sandstorm P.152] CR 27

• Desert Elemental [Egyptian Adventures P.201] CR7
• Sphinx [Sandstorm P.186, Monster Manuel P.233]
• Ash Rat [MM II P.24] CR1
• Darkmantle [Monsters Manuel P.39] CR1
• Minor Flame Snake [Fiend Folio P.73] CR 1
• Shadow Asp [Fiend Folio P.152] CR1
• Ashworm [Sandstorm P.140] CR2
• Death Dog [Fiend Folio P.41] CR 2
• Gem Scarab {MMV P.62] CR2
• Jackalwere [Fiend Folio P.107] CR 2
• Tomb Spider Broodswarm [MMIV P.164] CR2
• Camelopardel [Sandstorm P141] CR3
• Sand Hunter [Sandstorm P.183] CR3
• Basilisk [Monsters Manuel P.25] CR5
• Lamia [Monster Manuel P.166] CR6
• Tomb Spider [MMIV P.164] CR6
• Zezir [MMIII P.205] CR6
• Lesser Flame Snake [Fiend Folio P.74] CR 7
• Lammasu [Monster Manuel P.167] CR8
• Yor Lurker [Egyptian Adventures P.207] CR9
• Rampager [MMII P.177] CR12
• Thunderbird [Sandstorm P189] CR12
• Greater Flame Snake [Fiend Folio P.75] CR 16

• Marruspawn [Sandstorm P.168]
• Dune Hag [Sandstorm P.158] CR4
• Scorpionfolk [MMII P.221] CR7
• Jackal Lord [Fiend Folio P.105] CR8
• SpellWeaver {MMII P.187] CR10
• Goblinoids
1. Goblin [Monster Manuel P.134] CR 1/3
2. Hobgoblin [Monster Manuel P.154] CR ½
3. Orc [Monster Manuel P.204] CR ½
4. Bugbear [Monsters Manuel P.30] CR2
5. Ogre [Monster Manuel P.199] CR 3
6. Ogre Mage [Monster Manuel P.200] CR8
• Yuan-Ti
1. Pureblood [Monster Manuel P.263] CR 3
2. HalfBlood [Monster Manuel P.264] CR 5
3. Abomination [Monster Manuel p.264] CR 7
4. Ignan [MMIV P.188] CR7

• Gelatinous Cube [monster Manuel P.201] CR 3
• Summoning Ooze [MMIII P.169] CR4
• Brine Ooze [Sandstorm P.178] CR6
• Black Pudding [Monster Manuel P.201] CR 7
• Conflagration Ooze [MMIII P.31] CR7
• Arcane Ooze [MMIII P.9] CR 9
• Elder Black Pudding [Monster Manuel P.201] CR 12

• Janni [Monster Manuel P.117] CR4
• Djinni [Monsters Manuel P.115] CR5
• Efreeti [Monster Manuel P.116] CR8
• Dune Stalker [MMII P.88] CR9

• Porcupine Cactus [Sandstorm P.179] CR1
• Bloodthorn [Fiend Folio P.23] CR 3
• Tumbling Mound [Sandstorm P.91] CR3
• Ironthorn [Sandstorm P.166] CR6
• Saguaro Sentinel [Sandstorm P.181] CR9

• Ghoul [Monster Manuel P.120] CR1
• Ashen Husk [Sandstorm P.137] CR3
• Bone rat swarm [Libris Mortis P.89] CR 3
• Crypt Thing [Fiend Folio P.36] CR 3
• Cursed Spirit [Miniatures Handbook P.61] CR3
• Ghast [Monster Manuel P.120] CR 3
• Plague Walker [MMIV P.120] CR3
• Wight [Monster Manuel P.256] CR3
• Bloodhulk Fighter [MM IV P.20] CR 4
• Boneclaw [MMIII P.17] CR5
• Mummy [Monster Manuel P.191] CR5
• Wraith [Monster Manuel P.259] CR5
• Bloodhulk Giant [MM IV P.20] CR 6
• Rancid Beetle Zombie [Sharn city of towers P.183] CR6
• Dust Wright [MMIII P.47] CR7
• Skulllord [MMV P.154] CR7
• Mohrg [Monster Manuel P.190] CR8
• Salt Mummy [MMIII P.146] CR8
• Slaughter Wright [Libris Mortis P.122] CR 8
• Bloodhulk Crusher [MM IV P.21] CR 8
• Abyssal Ghoul [Fiend Folio P.12] CR10
• Plague Spewer [MMIII P.125] CR10
• Bone Naga [MM II P.35] CR11
• Dread Wraith [Monster Manuel P.259] CR 11
• Boneyard [Libris Mortis P.90] CR 14

• Ba Fentu [Egyptian Adventures P.197] CR Ό
• Ka Fentu [Egyptian Adventures P.198] CR Ό
• Khu Fento [Egyptian Adventures P.198] CR Ό
• Tiny Scorpion [Monster Manuel P.287] CR Ό
• Small Scorpion [Monster Manuel P.287] CR ½
• Medium Scorpion [Monster Manuel P.287] CR 1
• Large Scorpion [Monster Manuel P.287] CR 3
• Scorpion Swarm [Sandstorm P.185] CR 5
• Rancid Beetle Swarm [Sharn city of towers P.182] CR6
• Rapture Locust Swarm [Fiend Folio P.170] CR 6
• Death Scarab Swarm [Sandstorm P.184] CR7
• Huge Scorpion [Monster Manuel P.287] CR 7
• Scarab beetle Swarm [Fiend Folio P.171] CR10





Spellstitched [Complete Arcane P.161]
Dungeonbred Monster [Dungeonscape P.113]
Guardian Monster [Dungeonscape P.114]
Sentry Ooze [Dungeonscape P.114]
Hivenest Monster [Dungeonscape P.115]
Huecuva {Fiend Folio P. 95]
Swordwraith [Fiend Folio P.174]
Tainted Minion [Heroes of Horror P.153]
Unholy Scion [Heroes of Horror P.156]
Evolved Undead [Libris Mortis P.100]
Grave touched ghoul [Libris Mortis P.105]
Mummified Creature [Libris Mortis P.112]
Swarm-shifter [Libris Mortis P.125]
Dry-lich [Sandstorm P.157]
Mirage Mullah [Sandstorm P.177]
Desert Khaibit [Egyptian Adventures P.199]
Imiut [Egyptian Adventures P.204]
Pharaoh {Egyptian Adventures P.219]
Skeleton [Monster Manuel P.226]
Zombies [Monster Manuel P.266]
Death Knight [MMII P.207]
Monster of Legend [MMII P.213]
Spellstitched [MM II P.215]
Warbeast [MM II P.219]
Spellwarped creature [MMIII P.163]
Web Mummy [MMIV P.165]
Crust [Lost Empires of Fauren P.165]